dizietemblesssma Posted November 3, 2020 Share Posted November 3, 2020 Currently I put abilities on NPCs that have conditions on their magic effects - isincombat, swimming etc. But while this all works swimmingly, or indeed sneakingly, after time passes the abilities' conditions stop 'kicking in' the actors are still shown to have the abilities and magiceffects as seen in the console. I have wondered if this isn't a manifestation of:https://www.creationkit.com/index.php?title=Active_effect_time_imprecision_bug except for NPCs? So my question, is there another way to attach a script to an actor that I can attach and unattach in game (using MCM menu)? As I mentioned in another post I have never worked with quests, are referencealiases something that could help? diziet Link to comment Share on other sites More sharing options...
maxarturo Posted November 4, 2020 Share Posted November 4, 2020 (edited) Yes, 'Abilities Spell' can and have a high chance to maulfaction cause by the issue you posted, and the only workaround is to remove/add the spell every now and then. "is there another way to attach a script to an actor that I can attach and unattach in game (using MCM menu)?" Taking the phrase literally "attach a script", the answer is NO. The only way you can "attach a script" to a random in game actor, not an actor you have pre made in your mod, is by using spells. * There are other way like using trigger boxes and activators, but everything depends on what and how you want to do. "As I mentioned in another post I have never worked with quests, are referencealiases something that could help?" Yes, but 'referencealiases' will not work on random in game actors, referencealiases are prefixed data made in CK. If your mod requires to do its stuff on pre selected / created actors, then you don't need referencealiases, but attach to each actor the script you need. If that script needs to be able to change active states, then just make the npcs script with states and allow the script to only receive orders from your 'Master Controller" or in your case MCM menu. * To be a little more precise you can use aliases on random actors, but this again needs pre made referencealiases and then use this functions: https://www.creationkit.com/index.php?title=ForceRefTo_-_ReferenceAlias https://www.creationkit.com/index.php?title=GetActorReference_-_ReferenceAlias https://www.creationkit.com/index.php?title=GetReference_-_ReferenceAlias There is no such a papyrus function to create a "ReferenceAlias" at your target. Edited November 4, 2020 by maxarturo Link to comment Share on other sites More sharing options...
dizietemblesssma Posted November 5, 2020 Author Share Posted November 5, 2020 i would have no problem making a set number of referencealiases in the CK in advance, and then assigning actors using that function, need to learn up on quests I guess. Ideally it would be nicer to simply re-apply spells, I even already have a function in my MCM menu that does just that on MCM menu close (after config changes). But I have to admit to not being sure how to get this done or indeed how often. Having never come across this 'bug' I'm a little flummoxed. What if I had the magic effects reapply their spells whenever the conditions on them failed and the effect receieved OnEffectFinish()? Would this count as a new instance of the spell (and effect) thus resetting the clock? diziet Link to comment Share on other sites More sharing options...
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